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DS1 Legendary Mod for DS2 Beta Thread

This thread is devoted to comments, bug reports and fixes and discussion about the DS1 Legendary Mod for Dungeon Siege 2 and Dungeon Siege 2: Broken World.

Full version Installer version
DS2 Legendary Mod v1.01 Full Setup (1.18 GB)
Hosted on Goggle Drive.

DS2 Legendary Mod v1.01 at MODDB
DS2 Legendary Mod at Nexus Mods

Split version Installer version
DS2 Legendary Mod v1.01 installer (410Mb)
DS2 Legendary Mod v1.01 part two (410Mb)
DS2 Legendary Mod v1.10 part three (387Mb)
Download all three parts to the same location and run DS2_Legendary_Mod_v1.01_Setup.exe.
Thanks to MEGA Limited for hosting the file. The link goes to a separate page where the mod can be downloaded. I recommend right clicking and opening in a new tab or window.

Hotfix for fades issue in Kingdom of Ehb v1.01
Hotfix v1.01

Please note that the mod must be installed in the Dungeon Siege 2 resources folder even if you own Broken World. Unexpected glitches will occur if you don't.

The installer version also includes a number of min-mods and a simple mod manager to enable them, which isn't available if you download the mod as separate modules below.

Here's the links of all required files for the full version as separate modules;
Thanks to MEGA Limited for hosting the files. Each link goes to a separate page where the module can be downloaded.

DS1_Map_Legends_of_Aranna_Beta_v1.01.ds2res (37Mb)
DS1_Map_World_v1.01.ds2res (46Mb)
DS1_Map_Utraean_Peninsula_v1.01.ds2res (74Mb)
DS1_Map_Yesterhaven_v1.01.ds2res (20Mb)
DS1_Mod_Content_v1.01.ds2res (314Mb)
DS1_Mod_Logic_v1.01.ds2res (2.6Mb)
DS1_Mod_Sounds_v1.01.ds2res (343Mb)
DS1_Mod_Terrain_v1.01.ds2res (123Mb)
DS1_Mod_Voices_v1.01.ds2res (240Mb)
Mod-DS1Map-ArhokXP-Beta5.ds2res (30.2 Mb)
Diabloish Map for DS2 Beta 2e (15.5 Mb)
Level Adjustment Mod, Beta 5t (0.8 Mb)

Please note that the DS1 Content Pack is included within the mod but for reference here's the separate download link;
DS1 Content Pack, Alpha11b (19.2Mb)

Mod Game Manual
DS2_Legendary_Mod_Manual.pdf

Current Readme for KillerGremal Mods
DS1 Content Pack Readme: http://ds2.bplaced.net/getfile.php?redict=173&type=.txt
Level Adjustment Mod Readme: http://ds2.bplaced.net/getfile.php?redict=107&type=.txt
Diabloish for DS2 Readme: http://ds2.bplaced.net/getfile.php?redict=189&type=.txt

This mod allows players the opportunity to play Kingdom of Ehb, Utraean Peninsula, Legends of Aranna and Yesterhaven from the original Dungeon Siege in Dungeon Siege 2 and it's expansion, with all the benefits that provides. Think of it as more of a remastered version of the original Dungeon Siege than a mere port to a newer engine.

The mod is based on Killergremal's original work on the Utraean Peninsula, Kingdom of Ehb and Yesterhaven, found at this thread; https://siegetheday.org/?q=node/1330

Elys All*Saves or Elys' Succubus Manager is recommended to play the mod, which most users of this site probably already use. However either use v1 of All*Saves or turn off the seefar option in the launcher as the mod incorporates seefar moods directly in the maps for better balance without the glitches and distortions caused by using a too high a level of seefar in the launcher. Version 1 of Elys All*Saves is distributed in the installer version in original DS2 (v2.2), Broken World (v2.3) and Steam versions.

Partial Language Translations
French https://www.siegetheday.org/~iryan/files/Language_Packs/DS1_Mod_French_Language_Pack_Alpha_3.ds2res (138 Mb)

Forum Threads for KillerGremal's Mods
DS1 Content Pack & Diabloish https://siegetheday.org/?q=node/1330
Return to Arhok https://siegetheday.org/?q=node/1289

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Link to thread containing user made maps from DS1 that have started being converted to DS2.
https://www.siegetheday.org/?q=node/1916

Please put any comments, suggestions, reports, etc. about user made maps into that thread rather than here. All maps should be fully playable from start to finish but please expect bugs as they are still only alpha versions.

Gemeaux333 wrote:
I have just finished the editing for the audio files of the mod :

http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

At least I have edited the files I can easily recognize thanks to their names (those made with the original DS2 and DS1 sound files) !

Can you tell me where I can find the original DS1 Quests , Conversations and Lorebooks ?
And how to change the "screen names" of monsters, npcs and some objects like pannels (for the crypts of the sacred blood, wesrin cross, etc...), and the objects that you loot ?


he original DS1 Quests are located in world.dsmap\world\quests -- This is the world.dsmap found within the DS1 installation.
The conversations can be found in world.dsmap\world\regions\*.* -- each region has a conversation folder if there are any conversations within it. The objects folder will contain things like actors specific to the region both good and evil, and various interactive and non-interactive things specific to an area. Like town names, signs. To find what you are searching for you will have to open each region and search the various folders. I would suggest looking for the conversations first as this solves the problem of knowing which map regions contain characters you may wish to rename and also interact with.
The Objects folder and logic folders contain things like the images for signs, statues and other things that are referred to in the world.dsmap.

That is really as much as I can tell you since I do not do much map editing. For Detailed answers to your questions you really should speak with Iryan, KillerGremal and Darkelf.

Elf

thank you !

I hope the info that I provided will move you on your way.

Elf

bare_elf wrote:
Gemeaux333 wrote:
I have just finished the editing for the audio files of the mod :

http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

At least I have edited the files I can easily recognize thanks to their names (those made with the original DS2 and DS1 sound files) !

Can you tell me where I can find the original DS1 Quests , Conversations and Lorebooks ?
And how to change the "screen names" of monsters, npcs and some objects like pannels (for the crypts of the sacred blood, wesrin cross, etc...), and the objects that you loot ?


he original DS1 Quests are located in world.dsmap\world\quests -- This is the world.dsmap found within the DS1 installation.
The conversations can be found in world.dsmap\world\regions\*.* -- each region has a conversation folder if there are any conversations within it. The objects folder will contain things like actors specific to the region both good and evil, and various interactive and non-interactive things specific to an area. Like town names, signs. To find what you are searching for you will have to open each region and search the various folders. I would suggest looking for the conversations first as this solves the problem of knowing which map regions contain characters you may wish to rename and also interact with.
The Objects folder and logic folders contain things like the images for signs, statues and other things that are referred to in the world.dsmap.

That is really as much as I can tell you since I do not do much map editing. For Detailed answers to your questions you really should speak with Iryan, KillerGremal and Darkelf.

Elf

The written conversations re-used 1:1 in the DS1=>DS2 maps should become auto-translated after importing the renamed dscore-text.gas from the (french) language.dsres, however the dscore-text.gas file should be ranamed (see the Zip file from the my last post, for example) because language.ds2res contains a file of the same name as well.

Concerning spoken conversations re-used 1:1, after transforming the voices.dsres into a DS2 tank it should be translated/french automatically.

 
So there is a good chance to get several game content from DS1 automatically or easily translated, still it's a remarakable amount of work to care about the translations for the additional or modified text/voice parts.
In particular for this extra content it most probably doesn't make much difference work-wise if it gets translated by a global file (like dscore-text.gas) or from inside the map/conversation files.
Both ways however are not really flexibale related to updates/changes/fixes, so keeping the translations up to date for possible future releases may be another challenge.

Actually, the only thing that is automatically translated in french is the titles of the original lorebooks...
And I've noticed that the correct lines (audio) from the french version are playing if in the conversations the audio sample is correctly written (need to be finished by ".mp3")

Gemeaux333 wrote:
Actually, the only thing that is automatically translated in french is the titles of the original lorebooks...
. . .
Assumed the installed game language of DS2 is French already, these two auxiliary mods are intended to turn all written phrases in Ehb DS2 into French (or into a language looking like this):
DS1_Map_World_Beta31p_FrenchAuxGoogle.ds2res (3mb).
DS1_Map_World_Beta31p_ConvTuned.ds2res (300kb).

There is no audio support, and whether or not this approch technically is reliable in sufficient manner has to be tested of course - I only could do some basic checks.

So feel free to continue with this or to start from scratch if you prefer/need.
Since there are several other things I am involved in are not polished yet as they should be, I can't help you more than this for the moment.

Thank, but I prefer to translate myself, using the original translation made back in 2001-2002... Google sucks in translation, everybody know that !

I will look at these files later ! (I have noticed that the new monsters and npcs aren't inclueded)

Gemeaux333 wrote:
Thank, but I prefer to translate myself, using the original translation made back in 2001-2002...
. . .
I absolutely share this point of view. Wink

 

Gemeaux333 wrote:
. . . Google sucks in translation, everybody know that !
. . .
That may be. However Google has simply an amazing French/Time ratio - how ever this French may be...
So it took (much) longer to find out with phrases are still covered by the original translation file and which ones are new on the Ehb map.

 

Gemeaux333 wrote:
. . .
I will look at these files later ! (I have noticed that the new monsters and npcs aren't inclueded)
What's well possible, I was in a hurry and forgot the logic tank. The quest-/lore-/monster-book phrases I've added to the mod in meantime.
As mentioned, the mod uploaded is rather of auxiliary nature, to be improved or replaced finally.
I'm surprised actually about all the information Iryan added... :o Smile

 

At the present moment I am translating right in the files, I will send you the zip containing the KOE files translated, you may use it for your auxiliary file !

Besides, I wonder if the difficulty of the level adjuster mod can be changed Ingame (want to change it at 50% as described as the easier level in the related file in the KOE ressource file ?

I already edited the sound files DS1_mod_content_beta30 with their french equivalent in DS2 :

http://www.4shared.com/zip/wYA-uH0cce/_french.html

Well, I just finished another session with the KOE map, and have noticed a loot of things :
-the models (your party, monsters and npcs) stopped being animated (like petrified) after a short amount of time if they haven't done any action
-some radar images of dungeons (like the Crypts of the Sacred Blood) are not synchronized with your characters positions, and the radar image of the Halls of Skulls is litteraly gnarly
-all of the buttons (ans a few levers) are unvisible or misplaced, I have to search with the cursor to be able to interact with them
-difficulty too high, monsters are inflicting way too much damages, and their healing abilities are way too powerfull (was unable to defeat GOM because he can heal 25% of it's life everytimes he use this ability)

Gemeaux333, do you have Broken World or just DS2?, What are the files in your Resource folder? Are you using the Monster level Adjuster and is it set at all,local or off? Some of the problems you mentioned where present in earlier versions and fixed, some can be from not having all current files.

Some of the individual files listed are not the current BUT the links DO link you to the current ones.

Iryan is aware of the Radar Maps (trust me, I've made sure of that, right Iryan :goofy: :silly: :P ) They are rather tedious ti fix tho.

Dwarf

I have Broken World, I have all the necessary files listed in the main post and none of the optional ones, and level adjust set to all !

Gemeaux333 wrote:
I have Broken World, I have all the necessary files listed in the main post and none of the optional ones, and level adjust set to all !

Some of the issues you noted have been reported like the radar but have not been fixed as yet. Some of the other things you noted have been fixed as Sigofmugmort said. If you could post the version of each mod that is part of the Legendary Mod on your computer, so that Iryan, Sigofmugmort or I can verify the versions are correct, it will be very useful. As Sigofmugmort noted the version listed in the main post may not be accurate, the file that it links to however will be the most current but without knowing what versions of each you are running we can not be totally sure. So if you post the mod and version number on your computer we can compare them to what we currently have installed.

Also make sure that all of the mods related to the legendary mod are installed in the DS2 resources folder and not the broken world folder even if you are playing with the broken world start.
Elf

all the mods are in the DS2 ressource folder !
for the versions :
-DS1_Map_Legends_of_Aranna_Beta31
-DS1_Map_Utraean_Peninsula_Beta31
-DS1_Map_World_Beta31p
-DS1_Map_Yesterhaven_Beta30a
-DS1_Mod_Content_Beta30
-DS1_Mod_Exp_Content_Beta30b
-DS1_Mod_Logic_Beta31q
-DS1_Mod_Terrain_Beta30
-Mod-DS1Content-Alpha10z
-Mod-DS1Map-ArhokXP-Beta5
-Mod-DS1Map-Diabloish-Beta02e
-Mod-Erthos-MonsterLevelAdjust-Beta5q

Hi Gemeaux333

gememaux333 wrote:
-the models (your party, monsters and npcs) stopped being animated (like petrified) after a short amount of time if they haven't done any action

I have noted on all maps there are various places where party members freeze or run in place when the party is larger than 3 members and the characters are set to rampage. I have never noted the monsters or ambient characters (NPCs) stop moving altogether. Some monsters are quite slow to react as has been noted in various posts. There is one condition that can cause what appears to be a lack of animation. If you where to walk away from the computer for more than 10 minutes even if the game is paused then you start playing again the game will be very very slow. It will start moving again at normal speeds after a few minutes. It does not appear to be related to the version of windows, the version of DS2 or if you have any mods of any kind installed. Therefore it is a generic DS2 problem. I have verified this several times on a computer that has DS2 version 2.1 running windows xp and 2.2 running windows 7 installed on it. Both versions have no mods what so ever. I keep this computer without mods just to check problems like this.
gememaux333 wrote:
-some radar images of dungeons (like the Crypts of the Sacred Blood) are not synchronized with your characters positions, and the radar image of the Halls of Skulls is litteraly gnarly

The unsynchronized radar occured several revisions ago and will occur on almost all of the maps in various places. This was caused when things on the map were changed. Because updating the radar is time consuming and tedious it is pointless to update the radar until the map or maps are completely finished.
gememaux333 wrote:
-all of the buttons (ans a few levers) are unvisible or misplaced, I have to search with the cursor to be able to interact with them

This was corrected a revision or two ago. when I found them several months ago, along with several elevators. Most of the issues if I remember correctly existed within the mines. The buttons, levers and other out of place items had to be repositioned manually. I played through KoE once iryan managed to fix them. I only encountered one trunk that could not be opened, that has since been fixed by removing it. I suspect that you may have a bad download or down revision version of one of the following files. DS1_Map_World_Beta31p, DS1_Mod_Content_Beta30, DS1_Mod_Logic_Beta31q or one of the converted DS1 files such as objects_ds1 where not correctly converted.
gememaux333 wrote:
-difficulty too high, monsters are inflicting way too much damages, and their healing abilities are way too powerfull (was unable to defeat GOM because he can heal 25% of it's life everytimes he use this ability)

I have only once found the GOM unkillable and that was in an alpha version of DS1_Map_World this was do to a coding error. Since that time over a year ago. I have been able to kill the GOM with a bit of effort and a party that had a nature mage that could heal, a combat mage not using death magic, two rangers and two melee characters. It has not mattered if I where using the level adjustment mod or not. It also did not matter what level my characters where at be that 25 50 or even 100. There are for sure several monster types on the KoE map that are quite difficult but none should be impossible. Some can not be killed by certain magic types or ranged weapons or melee weapons however they can be killed by the correct combination of spells and weapons and trickery if necessary. For example when I encounter a monster that is not easily killed with a ranged weapon I will attack with a ranged weapon to draw the monster closer and then hit it with the correct combination of Nature and Combat Magic. Always having one nature mage that can auto cast Heal and Resurrect to keep my party alive.

Your List
-DS1_Map_Legends_of_Aranna_Beta31
-DS1_Map_Utraean_Peninsula_Beta31
-DS1_Map_World_Beta31p
-DS1_Map_Yesterhaven_Beta30a
-DS1_Mod_Content_Beta30
-DS1_Mod_Exp_Content_Beta30b
-DS1_Mod_Logic_Beta31q
-DS1_Mod_Terrain_Beta30
-Mod-DS1Content-Alpha10z
-Mod-DS1Map-ArhokXP-Beta5
-Mod-DS1Map-Diabloish-Beta02e
-Mod-Erthos-MonsterLevelAdjust-Beta5q

My List

-DS1_Map_Legends_of_Aranna_Beta31
-DS1_Map_Utraean_Peninsula_Beta31N
-DS1_Map_World_Beta31p
-DS1_Map_Yesterhaven_Beta30a
-DS1_Mod_Content_Beta30
-DS1_Mod_Exp_Content_Beta30b
-DS1_Mod_Logic_Beta31q
-DS1_Mod_Terrain_Beta30
-Mod-DS1Content-Alpha10z
-Mod-DS1Map-ArhokXP-Beta5
-Mod-DS1Map-Diabloish-Beta02e
-Mod-Erthos-MonsterLevelAdjust-Beta5q
-DS1_Demon_Heirloom_Fix
-DS1_Expansion
-DS1_ExpVoices
-DS1_Sound
-DS1_Voices
-DS2_Map_Selection_Menu_Fix_v1
-Objects_DS1

The only difference I could find is the version of DS1_Map_Utraean_Peninsula_Beta31 your list shows no letter whereas my list shows DS1_Map_Utraean_Peninsula_Beta31N. You did not list the files converted from DS1 so I am not sure if they are all there. If you used the installer for the mod there should not be an issue. However verify that the converted DS1 Objects file is called Objects_DS1.ds2res

the other files are :
-French_Expansion_DS1
-French_ExpVoices_DS1
-French_Objects_DS1
-French_Sound_DS1
-French_Terrain_DS1
-French_Voices_DS1

they are still the sames as the previous time I used them, and it worked perfectly by then !


Gemeaux333 wrote:
the other files are :
-French_Expansion_DS1
-French_ExpVoices_DS1
-French_Objects_DS1
-French_Sound_DS1
-French_Terrain_DS1
-French_Voices_DS1

they are still the sames as the previous time I used them, and it worked perfectly by then !

...hm, what about the freezing animations you mentioned? - Or did this matter disappear meanwhile?

Note maybe, the priority of the resources files also depends on their file name.
As bare_elf has pointed, a 'French_Objects_DS1.ds2res' may cause animation errors (object placement/visibility errors possibly too), while 'Objects_DS1_French.ds2res' most probably will not.

In this context perhaps, I think DS1 only used localized/french versions of the voice tanks.
It seems object+terrain tank were language-independing widely, partially overwritten/refined by French content provided by the language.dsres.

 
Copying GPG's approach, the auxiliary French language mod I recently uploaded/actualized contains these few objects/textures (with written words). In meantime I also checked all logic files for strings/terms and listed them in a correspondingly named file (affecting all maps, not Ehb related only).

 

By the way, concering your difficulty perception, what was the level of your main hero and what monster level did the Gom have?

KillerGremal wrote:

...hm, what about the freezing animations you mentioned? - Or did this matter disappear meanwhile?

Note maybe, the priority of the resources files also depends on their file name.
As bare_elf has pointed, a 'French_Objects_DS1.ds2res' may cause animation errors (object placement/visibility errors possibly too), while 'Objects_DS1_French.ds2res' most probably will not.

I renamed my objects_DS1.ds2res to French_Objects_DS1.ds2res and within about five minutes of playing the game on my way to the first house with all the Krug inside I noticed several of the monsters within my sight range but outside my attack range and the monster's attack range stop flying or walking and just freeze in place. I also noted that Ulora and the Krug where frozen until I walked into attack range. So I would recommend that you change the file name from French_Objects_DS1.ds2res to Objects_DS1_French.ds2res, because when I name the file DS1_Objects.ds2res I also encounter the problem, and the problem with freezing things gets better when the file is named either Objects_DS1 or Objects_DS1_French
I did not verify if this corrected some of the other problems, but it may.

Elf

A strange concept, but that makes sense...

I used to say that names have no value... but there are some exceptions, like Beetlejuice (1988) - Tim Burton !

Gemeaux333 wrote:
A strange concept, but that makes sense...
I used to say that names have no value... but there are some exceptions, like Beetlejuice (1988) - Tim Burton !

Yes names do have a value Smile In Dungeon Siege 2 names can effect what files have priority over what other files. For example the base file names for Broken World you will notice all start with X -- What happens in the case of objects.ds2res and xobjects.ds2res is that when the game engine encounters two files of the same name it will execute the file with the highest priority, unless the lower or equal priority then it will look at the creation date of the file and in most cases execute that file. However there is also an alphabetic priority where Z has the highest priority and A has the lowest priority. So Objects.ds2res will execute prior to fobjects.ds2res but after xobjects.ds2res weird I know that there would be three things that effect how and when a file loads and many of those that actually cause conflicts based on the file name, file date and priority level of the file.

Elf

For Beetlejuice, Tim Burton is going to begin the production of the sequel before the end of the year, perhaps it will be an occasion to put a easter egg in one of the maps ^^...

Hello

I was wondering whether the "chicken level" easter egg in the Kingdom of Ehb map can be accessed through this mod. I noticed the Fury's eye goes in your journal and I assume the Trial of Gallus also will. So is it possible to go there?

All of the secret levels that existed in the original DS1 Kingdom of Ehb and Legends of Aranna exist in the DS2 maps. However you are kind of mixing the maps together. "Trial of Gallus" "the knife from the start of the game" and "the Fury Eye" can all be found on the Utraean Peninsula map. You actually do not need to play Kingdom of Ehb first You can start with the map called "The Utraean Contingency" Iryan version of the DS1 utraean peninsula multi player map or Utraean Peninsula Map by KillerGermal.
To do this you MUST have Dungeon Siege 1 and Legends of Aranna installed on your computer and Dungeon Siege 1 must be patched to the most current level which is 1.11.1462. You MUST also have Dungeon Siege 2 installed and patched to version 2.2. If they are not you will encounter problems. The patches can be located in the download area on the site.
Then using the installer for The Legendary Mod install the mods. then update all the files that have been updated since the installer was released. All of the updates can be found above.
Now it is very important that you use the Elys AllSaves start and not the normal DS2 or Broken World Start if Broken World is installed.

If you have any questions like>
Do I have the right versions installed?
How do I patch or update things?
or whatever all you do is ask here in the thread

Elf

Okay, slow down :P

The reason I'm confused about all this is because the Fury's Eye ended up in my journal instead of being an inventory item which means I can't carry it over to a new map.
So you're telling me there's a single map that has the knife, trial of gallus book, fury's eye and the entrance to the chicken area?

DS1 and 2 are patched like you said. So where do I get this map and what do I do with it?

Thanks

Farigiss wrote:
Okay, slow down :P

The reason I'm confused about all this is because the Fury's Eye ended up in my journal instead of being an inventory item which means I can't carry it over to a new map.
So you're telling me there's a single map that has the knife, trial of gallus book, fury's eye and the entrance to the chicken area?

DS1 and 2 are patched like you said. So where do I get this map and what do I do with it?

Thanks


The chicken level is found in the converted Utraean Peninsula map which is now called the Utraean Contingency. Its called that as there's another converted Utraean Peninsula map for DS2 originally converted by KillerGremal.

In the original DS1 game, you had to collect 3 items, 2 of which (the Fury's eye & starting knife) could only be obtained from the Kingdom of Ehb map. You then had to start a multiplayer game in the Utraean Peninsula and complete most of it to obtain the third and final item (Trial of Gallus book) needed to open the chicken area. You couldn't play this level in singleplayer unless you played the enhanced singleplayer version of the Utraean Peninsula in DS1 which was called Legends of Utrae.

Simply there's no requirement to collect any items from the converted Kingdom of Ehb map in order to access the Chicken Level in the Utraean Contingency (I doubt the level is working in KillerGremal's version by maybe there's no check at all. You would have to ask him). The single requirement is to obtain the Trial of Gallus lorebook near the end of the game. This activates a quest and allows you to access the Chicken Level.

I suppose I could make it work exactly like the original, especially as items can be stored in your party's inventory or stash and carried across between singleplayer games (multiplayer hasn't be thoroughly tested yet).

I have just finished the translation work for the kingdom of Ehb :

http://www.4shared.com/zip/MC_ZAdOJce/ds1_map_world_beta31p_french.html
http://www.4shared.com/zip/wYA-uH0cce/DS1_mod_content_beta30_french.html

you can use the content for you auxiliary files...

.. could you possibly repack/retank them both for me, for personnal use ?

Where do I find this Utraean Contingency map? Or is it the version that is included in this mod?

Farigiss wrote:
Where do I find this Utraean Contingency map? Or is it the version that is included in this mod?


It is the file named DS1_Map_Utraean_Peninsula_Beta31 of which DS1_Map_Utraean_Peninsula_Beta31n is the newest version

Elf

I've got a little problem in DS1 with my spawns when I want to continue the game. Just played for a couple of minutes, clicked on some shrines, then saved the game. Quit to Windows, restart, click on "Continue with your character". I always spawn at the beginning at the farmhouse with the level and items of the last savegame.
Is this behavior normal, or what can I do to fix this problem?!
What's also surprising is, that when I start with a complete fresh character, I begin behind Norick (where I spawn when I continue a game) and the Intro starts when I hit the bridge.

Here's my order of the Installs.
1. Dungeon Siege Legends of Aranna
2. Dungeon Siege 2
3. Dungeon Siege 2 Patch v.2.2
4. Dungeon Siege 2 Broken World.
5. DS1_Legendary_Mod_for_DS2_Beta30 no Need of steam fix
6. Changed the resolution in the .ini file to 1980x1080
7. started DS2 All Saves via admin.

Any I ideas for problem?
thanks a lot in advance, greetz Smile

SchuhuuEule wrote:
I've got a little problem in DS1 with my spawns when I want to continue the game. Just played for a couple of minutes, clicked on some shrines, then saved the game. Quit to Windows, restart, click on "Continue with your character". I always spawn at the beginning at the farmhouse with the level and items of the last savegame.
Is this behavior normal, or what can I do to fix this problem?!
What's also surprising is, that when I start with a complete fresh character, I begin behind Norick (where I spawn when I continue a game) and the Intro starts when I hit the bridge.

Here's my order of the Installs.
1. Dungeon Siege Legends of Aranna
2. Dungeon Siege 2
3. Dungeon Siege 2 Patch v.2.2
4. Dungeon Siege 2 Broken World.
5. DS1_Legendary_Mod_for_DS2_Beta30 no Need of steam fix
6. Changed the resolution in the .ini file to 1980x1080
7. started DS2 All Saves via admin.

Any I ideas for problem?
thanks a lot in advance, greetz Smile

First when starting a new character you will alway begin behind Norick at the farm house. As you move through the game you will reach various save points The first in Kingdom of Ehb is at the broken bridge prior to the crypts. You must make it to one of the save points, and save prior to restarting. After the broken bridge the save points are more frequent. When you save at the broken bridge and restart you will be back to the farm house but you should see what looks like a town portal over your head. This will take you back to the last place you where. Once you reach a major town like stonebridge and save. You will restart in that town. Any save at a save point after that you save at can be gotten back to when restarting the game will work exactly like the first save point. I do not see what version of Dungeon Siege you have installed was it part of a package that contained both DS1 and LoA. If not you must have DS1 installed and patched to version 1.11.1462. Not if you have to install and patch Dungeon Siege 1 you must reinstall the legendary mod also. Lastly since the starting character starts at a somewhat low level most of the monsters and Krug will be more powerful than your character. So I recommend playing with the Level Adjustment Mod. Which will help balance the monsters to your level. Lastly there is a resurrection shrine at each start point which will give you back all your inventory if you are killed.

Elf

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